#version 460 core
layout(location = 0) in vec3 aPos;
layout(location = 1) in vec3 aColor;
layout(location = 2) in vec2 aUV;
out vec3 color;
out vec2 uv;
uniform float time;
void main() {
    // 1. 当前三角形顶点缩放比例
    float scale = 1.0 / time; // 以秒为单位
    // 2. 使用scale对顶点位置进行缩放
    vec3 sPos = aPos * scale;
    // 3. 向后传输位置信息
    gl_Position = vec4(sPos, 1.0);
    // gl_Position = vec4(aPos, 1.0);
    color = aColor;
    uv = aUV;
}
